[gnome-games/wip/abhinavsingh/gamepad-config: 8/23] ui: Add GamepadView
- From: Abhinav Singh <abhinavsingh src gnome org>
- To: commits-list gnome org
- Cc:
- Subject: [gnome-games/wip/abhinavsingh/gamepad-config: 8/23] ui: Add GamepadView
- Date: Thu, 20 Jul 2017 07:04:01 +0000 (UTC)
commit 7dce8828df42bda4a68de1fe81c69281af6befbf
Author: theawless <theawless gmail com>
Date: Mon Jul 10 21:55:28 2017 +0530
ui: Add GamepadView
This adds the ability to highlight gamepad svg's individual inputs.
src/Makefile.am | 1 +
src/ui/gamepad-view.vala | 99 ++++++++++++++++++++++++++++++++++++++++++++++
2 files changed, 100 insertions(+), 0 deletions(-)
---
diff --git a/src/Makefile.am b/src/Makefile.am
index 22924e3..c847a04 100644
--- a/src/Makefile.am
+++ b/src/Makefile.am
@@ -142,6 +142,7 @@ gnome_games_SOURCES = \
ui/empty-collection.vala \
ui/error-display.vala \
ui/error-info-bar.vala \
+ ui/gamepad-view.vala \
ui/game-icon-view.vala \
ui/game-thumbnail.vala \
ui/gamepad-view-configuration.vala \
diff --git a/src/ui/gamepad-view.vala b/src/ui/gamepad-view.vala
new file mode 100644
index 0000000..1399186
--- /dev/null
+++ b/src/ui/gamepad-view.vala
@@ -0,0 +1,99 @@
+// This file is part of GNOME Games. License: GPL-3.0+.
+
+private class Games.GamepadView : Gtk.DrawingArea {
+ private const Gtk.StateFlags DEFAULT_STATE = Gtk.StateFlags.NORMAL;
+ private const Gtk.StateFlags HIGHLIGHT_STATE = Gtk.StateFlags.LINK;
+
+ private Rsvg.Handle handle;
+ private GamepadViewConfiguration configuration;
+ private bool[] input_highlights;
+
+ public GamepadView (GamepadViewConfiguration configuration) {
+ this.configuration = configuration;
+ input_highlights = new bool[configuration.input_paths.length];
+ try {
+ handle = new Rsvg.Handle.from_file (configuration.svg_path);
+ set_size_request (handle.width, handle.height);
+ }
+ catch (Error e) {
+ warning (e.message);
+ }
+ }
+
+ public void reset () {
+ for (var i = 0; i < input_highlights.length; ++i)
+ input_highlights[i] = false;
+
+ queue_draw ();
+ }
+
+ public void highlight (GamepadInput input, bool highlight) {
+ for (var i = 0; i < configuration.input_paths.length; ++i)
+ if (configuration.input_paths[i].input == input)
+ input_highlights[i] = highlight;
+
+ queue_draw ();
+ }
+
+ public override bool draw (Cairo.Context context) {
+ double x, y, scale;
+ calculate_image_dimensions (out x, out y, out scale);
+
+ color_gamepad (context, x, y, scale);
+ highlight_gamepad (context, x, y, scale);
+
+ return false;
+ }
+
+ private void color_gamepad (Cairo.Context gamepad_context, double x, double y, double scale) {
+ var color_context = create_similar_context (gamepad_context);
+ var color_suface = color_context.get_target ();
+ color_context.translate (x, y);
+ color_context.scale (scale, scale);
+
+ handle.render_cairo (color_context);
+
+ var color = get_style_context ().get_color (DEFAULT_STATE);
+ gamepad_context.set_source_rgba (color.red, color.green, color.blue, color.alpha);
+ gamepad_context.mask_surface (color_suface, 0, 0);
+ }
+
+ private void highlight_gamepad (Cairo.Context gamepad_context, double x, double y, double scale) {
+ var highlight_context = create_similar_context (gamepad_context);
+ var highlight_suface = highlight_context.get_target ();
+ highlight_context.translate (x, y);
+ highlight_context.scale (scale, scale);
+
+ for (var i = 0; i < configuration.input_paths.length; ++i)
+ if (input_highlights[i])
+ handle.render_cairo_sub (highlight_context, "#" +
configuration.input_paths[i].path);
+
+ var color = get_style_context ().get_color (HIGHLIGHT_STATE);
+ gamepad_context.set_source_rgba (color.red, color.green, color.blue, color.alpha);
+ gamepad_context.mask_surface (highlight_suface, 0, 0);
+ }
+
+ private Cairo.Context create_similar_context (Cairo.Context context) {
+ var w = get_allocated_width ();
+ var h = get_allocated_height ();
+ var surface = context.get_target ();
+ var similar_suface = new Cairo.Surface.similar (surface, Cairo.Content.COLOR_ALPHA, w, h);
+ return new Cairo.Context (similar_suface);
+ }
+
+ private void calculate_image_dimensions (out double x, out double y, out double scale) {
+ double w = get_allocated_width ();
+ double h = get_allocated_height ();
+ double allocation_ratio = w / h;
+ double image_ratio = (double) handle.width / handle.height;
+
+ if (allocation_ratio > image_ratio) {
+ scale = h / handle.height;
+ }
+ else {
+ scale = w / handle.width;
+ }
+ x = (w - handle.width * scale) / 2;
+ y = (h - handle.height * scale) / 2;
+ }
+}
[
Date Prev][
Date Next] [
Thread Prev][
Thread Next]
[
Thread Index]
[
Date Index]
[
Author Index]